Tagged Questions

In computer graphics - the part of the 3D scene that is visible on the screen, also called the viewing frustum. The shape of the viewing frustum is a pyramid defined by the viewing angle, and that is "clipped" between the near and the far clipping planes.

I've been reading through "Mathematics for 3D game programming and Computer Graphics" lately. Specifically definition of the view frustum and how the APIs generally process it, author introduces the ...

Usually, the camera's near value is set to sth like 0.1f. However, this (assuming 1.0f = 1 metre) makes everything that's closer than 10 cm from the camera invisible. On the other hand, when working ...

I have a mesh made of nearly half to a one million vertices. I also have some 6-DoF camera poses around this mesh. At these poses I'd like to find out which of the 3D points of this mesh get projected ...

I'm trying to do deferred tiled shading in OpenGL using the compute shader but I have hit a snag when trying to create the frustum for each tile. I'm using AMD's Forward+ demo (written in D3D) as a ...

I'm trying to implement an axis-aligned bounding box with center/half-size instead of min/max. And I have some problems when it comes to create a method to detect if the aabb is visible or not.
I try ...

I'm just learning the tile-based deferred shading, and found the great article by Andrew Lauritzen. And I also checked the source code, it's really helpful. But i still have some confusion about the ...

I'm working on a game with a 2D view in a 3D world. It's a kind of shoot'em up. I've a spaceship at the center of the screen and i want that ennemies appear at the borders of my window. Now i don't ...

I wonder if it is possible to optimize the performance of "BoundingFrustum" requesting return of the visible elements that are found only on the part of the ground before the player .. Checker and not ...

I need to do frustum culling where the bounding boxes are in world-space to determine which entities get to be updated/drawn. I was trying to use the classic projection/view matrix plane extraction ...

A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube.
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Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum?
Most frustum culling seems to work along the lines of running through all objects and seeing if ...

I am wondering whether I should look into implementing an octree of some kind.
I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ...

I coded up a simple 2D Camera for my HTML5 Canvas-Based Game Engine but I noticed the performance wasn't very good. So a lot of people suggested only rendering things that are shown by the camera but ...

I'm adding frustum culling into my game engine, but I have some design issues regarding the frustum and the cameras.
Should the frustum be a member of the camera, or vice versa ? Should a camera be ...

When I render five boxes in WebGL with one texture for all of them, the app runs at 60 FPS, nice. But when I render 70 boxes the performance decreases to ~40fps... but only 5 of the boxes are visible.
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I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be ...

I'm trying to get basic frustum culling against an AABB working, and I'm having a bit of trouble figuring out how to extract the frustum planes from my camera's transform matrix. All the example code ...